Target player shuffles up to three target cards from their graveyard into their library.
Draw a card.
When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library.
Printings View all
|Mystery Booster (MYS1)||None|
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Time Spiral "Timeshifted" (TSB)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Gaea's Blessing Discussion
3 days ago
Using The Gitrog Monster + Dakmor Salvage and Borborygmos Enraged allows you do deal infinite damage if your group is okay with that. And by running your Gaea's Blessing and Ulamog, the Infinite Gyre you don't have to worry about decking yourself.
1 week ago
Vinman- As is normally the case with determining a SB, you want to include cards that will help you against decks that you might be weak against or cards that will invalidate the SB cards your opponent brings in. For me, the most important cards in the SB are 3-4 Ravenous Traps and the additional removal. Mill is naturally good against combo and certain forms of control, but weak against aggro. That's why I have additional cheap removal in my SB for the aggro decks, but they also have uses in other situations. Feed the Swarm removes enchantments, and Bloodchief's Thirst removes planeswalkers if needed. For example, I'll swap in the thirsts for the pushes against control since I want to remove their PW wincons. Many decks now SB Gaea's Blessing or one of the eldrazi titans against us, and dredge and Uro decks want full graveyards so having instant-speed grave hate is a must. Ravenous Trap is simply the best choice since it is free for us most of the time and exiles those problem cards. Ashiok is additional gy hate that helps against Primeval Titan decks among others. I like ensnaring bridge as a way to extend the game against midrange and aggro, but it's a flex spot for sure. Lurrus is a free-roll since most decks only run the crabs and orbs as permanents, and the lifelink can help in some matches, but with the companion errata change I think it's too slow now. Still it's there if you want to use it. I hope some of that helps you determine what types off cards you want in your SB. Happy milling!
2 weeks ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
3 weeks ago
Hi Vinman, for the UBG version, Assassin's Trophy is very strong. Unfortunatly i don't really like the splash of green in mill, like the UBW version,it makes the manabase unstable (in my opinion). I know that Leyline of Sanctity is a very big problem for us, but we can be very creative with answers: did you think about siding Thassa's Oracle and milling yourself? It's a very good strategy,not only vs Leyline of Sanctity, but is very good vs dredge, decks who has Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, Gaea's Blessing ecc (is really good in mirror matches too). We have Set Adrift, Stern Dismissal, we can counter it with Drown in the Loch. We have losts of answers, without needing green.But this is just my personal opinion :) Anyways, u can play Assassin's Trophy in mainboard, is a good good removal, and 1 or 2 Nature's Claim in SB. But in my opinion the best version of mill still UB. (I am working on a new list, this one is just a test). BTW ty for your comment. I hope I have told you something useful.
4 weeks ago
Additionally I would include an emergency break in the form of: Gaea's Blessing, Kozilek, Butcher of Truth/Ulamog, the Infinite Gyre, and/or Elixir of Immortality. That way you can prevent yourself from milling yourself to death in a worst case scenario
4 weeks ago
If nothing else I would really recommend the orb.
I would also recommend some mill protection (both so you don't over mill yourself, and so your opponents can't do either). Gaea's Blessing and any OG eldrazi titan like Kozilek, Butcher of Truth are ideal, but an Elixir of Immortality would also work well.
1 month ago
Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.
Figured I'd give you a lot of different choices and you can pick through them for the ones you like.
What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.
IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.
You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.
I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!
3 months ago
I disagree, but that’s ok; it’s not my deck.
A few other suggestions: Naturalize main deck isn’t a great choice